enryu, Reply 104. Thanks for liking most of the idea above. I am not sure what you did not like the "walled road" idea, I'll like to hear. However, I've made a change about walls and have it updated it with the following: Man-made walls</s
Climber
[quote who="kyogre12" reply="1" id="2435948"]I assume based off of your suggestion that roads can be used as a distraction or to avoid danger, you are suggesting also that the player can choose the path a road follows, as opposed to the current system where it automatically does it. If you are suggesting that, I totally agree, although I think there should be an option to just do the automatic shortest distance method, so that if you are connecting interior, unlikely to be attacked cities you
Sure. I have the beta.
Admittedly some of these ideas has been mentioned by other forumers here . Here is some of my wants about roads... Roads should have its own progression of development. Gamer should be able to make strategic decision on the design of road networks, especially as caravan is an important way to transport resources (and hopefully equipment during unit upgrade) <span style="text-decoration:
Admittedly some of these ideas has been mentioned. Here is some of my wants about roads... Roads should have its own progression of development. Gamer should be able to make strategic decision on the design of road networks, especially as caravan is an important way to transport resources (and hopefully equipment during unit upgrade) Tracks Tracks are automatically generated due to h
[quote who="pigeonpigeon" reply="10" id="2434523"] There is no global storage, either. There is no storage at all in Elemental. To train a unit with plate armor, you'll need the resources, appropriate facilities (presumably) and time. No stockpiling, nothing. [/quote] If the econ planned has no Global storage for natural & manufactured goods, it means Plate Mail will not be manufactured until gamer request an upgrade. X Plate Mail will be produced per Smithy, and game
[quote who="BoogieBac" reply="81" id="2432115"] Very low liklihood of free techs = probably won't drastically alter anyone's research strategy. Or, in GC2 terms: Did you ever skip over a needed tech because you figured you'd get it during an invasion or random event?[/quote] First, thanks for all these updates. Grey free techs won't drastically alter research strategy. Sure, no problem. But exactly what kind of function/benefit/goal thi
I've updated the OP to include Frogboy's quote. I believe it is relevant to this discussion. [quote who="astrath" reply="1" id="2434144"]GalCiv2 had an 'upgrade' button which gave you a selection of ships to upgrade to, a price for each, and an option to upgrade all ships of that class. Could have done with an 'upgrade all in this fleet' option too though[/quote] As seen in the OP, there are 20 stacks of swordsmen I that I don't want to have them upgrade. So
First thing first, I like the idea of flexible unit design so far. My question is, how best to reduce micromanagement, when I have just acquire the ability to equip Full Plate Armor to some of my troop. Assume I have the following troop, scattered around in my country or fighting enemy in far away land 1. 10 stacks of Swordsmen I, wearing leather now (need the upgrade) 2. 20 stacks of Swordsmen I, wearing leather now (don&
Well, there are already some info about attributes and tactical combat being disclosed by Frogboy. So I won't say it is too early to discuss. Sure, we do not have complete picture, but why can't we discuss some concern we have now? They are reading this forum. From what Frogboy said so far about the STRength attribute, it has 2 purposes. STR means: 1) HP (traditional AD&D, when HP=0, it dies) 2) the Number of units it can att
[quote who="Denryu" reply="154" id="2433384"]... Second greys being selectable vs non selectable. I will address this at Climber since he clearly doesn't understand the inherent penalty of CHOOSING a grey tech. Let's use your example that a person has just reached his 10th breakthrough, Reaching that breakthrough (going from 9 to 10) cost 5,120 research points. Now, the person gets to choose what was actually discovered - hmmm there is greyed option plate mail, or there is City-Wide Impe
[quote who="pigeonpigeon" reply="138" id="2432957"] I think you are operating under the flawed assumption that just because the game doesn't forcibly lock you out of any techs, all techs will be researched. As long as cost rises fast enough (and as long as economies are bounded), then as long as there are enough techs you will still have to pick and choose. Unless you're playing in sandbox mode a game that never ends. [/quote] Really, I am not even making an assumpt
[quote who="zigzag" reply="4" id="2432809"]But it's a TBS, not an RTS. Why should the amount of time matter? If I spend more time nervously clicking on a unit's profile, why should that decrease the in-game length of the battle?[/quote] It is not TBS nor RTS for tactical combat. It's continuously turn based instead. Check out a discussion in the General area too.
I admit 12 turns is just an approximation. I am not suggesting hard limit either. Maybe it is better be 12-24 turns. Anyway, I just want to express it that the combat should not be too long. [quote who="zigzag" reply="2" id="2432760"]A couple thoughts. - No 'zone of control system'. Enemies moving through (out of) a square adjacent to an enemy melee unit should give up an attack of opportunity. [/quote] Why not? You suggestion may work too tho
Haha.. Let me do some mind reading.. Kellen means "This sounds just a s dumb"..... [e classic]:surprised:[/e] I do not like EXP increases HP either. However, because Frogboy probably prefer to use STRENGTH instead of HP, it kind of getting a bit more sense. STR is something quite vague, it can mean a lot of thing to different people; so some people will consider it alright. For me, I wi
For the fellow forumers who do not understand what I really write about pls read Reply #101. I've updated the underline part there, hopefully making the non-selectable grey concept clearer & why it is a better then selectable grey. I do not like to have all spells researched, some tech needs to be phased out. The question is how. When you have a better idea to implement here, let's discuss. As Boogie said, nothing is set in stone, it is just a p
[quote who="pigeonpigeon" reply="107" id="2432423"] …. For something as important as weapons or barracks, I don't think many people would be willing to wait so long into the game counting on the off-chance that they might get one or the other as a freebie. Of course you could try doing this, and if it fails you could then pick barracks and weapons at your next two milestones, but then you've paid for them in significant lost opportunity. I don't really see how Plate Armor is go
Replying to #92 & 91, Denryu & Pigeon Assume you want to research Barracks, Weapons on top of Plate Armor. When GREY is selectable, the only economic way to sequence your research is to go directly to the Plate Armor first and hope for freebie Barracks and Weapons. When GREY is non-selectable, you are taking a risk to do the same sequence, as the freebie may never come. This make gamer face a decision on whether they want to do Barracks,
I am glad that BoogieBac Reply 81 sounds like GREY tech is non-selectable (as next breakthru) and old GREEN tech will turn GREY . Pls kindly consider GREY tech will be phased out eventually or make RED only appear once as described in Reply 76
I like the new OP tech system! Generally speaking. [quote]I would liek to suggest a fourth tech color - grey. And I think that it should be used just as it is used in an MMO (when an opponent is so far beneath you that killing it does not give you experience. My suggestion is that 3 or 4 (or whatever you guys deem appropriate) tech levels beyond when a tech "goes green" that it goes grey. It can still be selected when a breakthrough is made. However, each tech on the grey list has a 1
[quote who="Tasunke" reply="1" id="2429214"]yea, I like the idea of magic book picks ... or rather picking which flavors you are better at, and how better you are at them ... allows for alot of flexibility in tech abilities. ... Aaanyways, I think if there are enough branches, each basic Branch/Tree will cater to a particular play-style (or rather combinations of trees), and so selecting your civ strengths ... on a basis of techability, seems like an interesting and strategic
[quote who="Frogboy" reply="13" id="2424706"] I think some of you may be over-thinking the battle mechanics necessary to effect a satisfactory outcome. [/quote] Frogboy, may I disagree? The system I’ve proposed is very simple, intuitive and versatile; not overthinking, imho. It can be summed up by: 1) Damage inflicted is proportional to difference btw the attacker’s ATT and defender’s DEF 2)
[quote who="Demiansky" reply="19" id="2429242"]I would not add any new stats, but would instead add "traits," of which there could be a multitude. Traits would be present below the main stats on the unit card and each one would have a unique icon to identify it. Traits would work to modify main stats in specific ways under specific circumstances. [/quote] I disagree completely. To me, your traits = Tags I've mentioned in reply #12. One main point of th
A proposal. Core tech is available to almost everyone, and is researchable via the mundane acquisition of research points. The acquisition on all other non-core tech is linked to player’s action, which representing competitive edge and the strategic decision of the gamer. Situational Tech The requirement of getting those non-core is different for different tec
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